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Genre: Shooter, Real Time Strategy (RTS), Strategy, Indie

Executive Assault 2

Tutorial update

Hello Executives,

Been getting some great feedback from new players, one of them being that the game can be challenging experience for some learning how to play. To address this I've implemented several adjustments to the UI and game mechanics to enhance clarity and understanding.

Additionally, I've introduced six comprehensive, step-by-step tutorials. These tutorials are designed to assist newcomers in mastering the economic aspects of all three factions and to familiarise them with the game's fundamental mechanics.

These tutorials are readily accessible directly from the main menu.

Changes


I have also changed a few little game mechanics to keep things consistent with the science mining stations which will now act like all the other buildings and just blow up returning the resource point back.

  • Mining ships can now mine all science mining outposts.
  • Nebula outpost design has been changed so the nebular spot is visible to be mined.
  • Can now blow up mining outposts instead of being disabled.
  • Removed mainframe from science mining stations.

Bug fixes


Along with this I have also fixed the following:

  • Crates on back of troops are now saved.
  • Reloading now fixes turrets on colony outposts.
  • Fixed green arrows in design screen for non assigned tech.
  • Changed bot/robot cap to say ground cap.
  • Prevented drop pod units and bio pods landing in the freight terminal.
  • Fixed bug where you could sometimes see the Executron on an opposing team.
  • Fixed a graphical issue with strategic interceptor buildings not showing the floor.
  • Fixed deflector defence causing error on Blackstar.
  • Prevented lingering building information displayed when you hover over a spaceship.
  • Blackstar super weapon is no longer absorbed by the base shields.
  • Patrolling troops no longer chase after cloaked Executrons.
  • Starfighter now has better deacceleration to prevent ploughing into the back wall while docking.
  • Fixed navmesh on science bridge steps leading up to podium.
  • Fixed issue direct controlling a bomb unit while its detonating.
  • Fixed issue where AI Very easy and easy industrials would remain stagnant.
  • Derelict ships should no longer spawn on top of derelict outposts.
  • Fixed the research speed multiplier in game settings.
  • Fixed pistols on invasion clones.
  • Fixed issue where some industrial bulkhead doors would block navigation.
  • Fixed navigation issue in command outpost when hiding behind reactor.
  • Right clicking on a resource label will now have the same effect as right clicking on the asteroid/nebular point its self.

Thank you all again for your continued support and feedback, I have a lot of great ideas on what to add to the game and will be looking at improving even more aspects of the game along with adding more content.

Don't forget to check out our discord which along with the in-game lobby is a great place to find random people to have multiplayer games with or just relax and watch other people play in the video streams.

Cheers,
Rob

Version 1.0.4.0

Hello Executives,

A big welcome to all the new players enjoying the game, it's been an amazing 2 weeks with thousands of new customers and some excellent feedback on how to improve things.

Today is a small but important patch to fix a few things including exploits and some fiddly issues based on what has been submitted so far.

Changes



  • To standardise hacking in the game, doors now have a hacking port just like control terminals, so you fire the hacking beam at that now and not at the door.
  • Made the game window resizable which is handy for people on ultra wide monitors.
  • Updated rarity/amount settings of loot so you shouldn't get useless crates any more.
  • Reduced the effectiveness of Excavators to balance out with the industrial faction with extraction rate increased to 20 seconds and Energen amount reduced to 60.

Bug fixes



  • Shield values are now better synced over the network.
  • Fixed floor in Spy office.
  • Fixed navmesh issues with spy faction generally.
  • Fixed various doors where their interaction panel was not visible.
  • Added a ramp for one of the strategic missile asteroid.
  • Fixed issue where sometimes units wont exit Tritanium refinery.
  • Fixed a problem where sometimes an Executron would join but not see structures.
  • Fixed an issue where sometimes the Executron getting into a fighter made by the CEO would prevent them from flying it.
  • Ai should no longer try and update its turrets every few minutes or when being invaded.
  • Long ranged weapons like missiles or transgalactic lasers will charge now at the efficiency rating.
  • Trader no longer gets extra pads assigned to it over multiplayer.
  • Fixed unable to pilot monolith.
  • Added a message to say if spaceship is occupied when trying to dock.
  • Brightened up the docking area under spaceships a little.
  • Derelict outposts now explode correctly.
  • Renamed trade routes to cargo routes.

Feedback


From the looks of the feedback the current issues that people would like addressing are:

  • More control over mining/cargo ships such as setting their home and destination.
  • Balanced maps for tournament games.
  • A harder AI especially late games.
  • The ability to upgrade mining ships rather than buy new ones.
  • An adjustment to the Science super shield so its less "intense".
  • Localisation (language support).
  • More weapons for the fighters so they can take on large ships.

Also based on feedback I can also see that even with a tutorial/guide and manual in the game that there is certainly some room for improvement so I will be looking at addressing this as I really want everyone to be having a great time.

Thank you again for all the help and happy Halloween.

Cheers,
Rob




🚀 Executive Assault 2 is NOW OUT of Early Access! 🚀

Greetings Executives!

It's been an incredible journey, filled with countless hours of development, countless lines of code, and endless cups of tea, I'm thrilled to announce that Executive Assault 2 has officially left Early Access and launches into the vast expanse of space!

Step into a Universe where Strategy Meets First-Person Combat:


🌌 Experience a unique blend of RTS and FPS set against the backdrop of the cosmos.
🔧 Build your asteroid base, make strategic decisions, and then dive headfirst into first-person action.
🌍 Engage in spectacular space battles where every command can tilt the balance of power.

RTS Gameplay Features:



  • Play as one of three distinct factions.
  • Build an asteroid base with over 70 different structures.
  • Establish command outposts and expand with buildings to control sectors.
  • Construct and control customizable starships, and engage in tactical battles on a grand scale.
  • Manufacture robots and mechs to help guard your base in invade others.
  • Deploy defence platforms for added security.
  • Mine asteroids for valuable resources with each faction having their own unique method.
  • Manufacture and trade goods to earn promotions and unlock new tech.
  • Set up mining outposts on asteroids and within nebulas.
  • Prioritize power management within your installations.
  • Delve into a large tech tree.
  • Enhance station turrets for optimal defence.
  • Launch invasions on space stations via dropships or gateways.
  • Witness the destruction of entire star systems.
  • Delve in espionage and resource theft.
  • Engage with up to 3 AI-driven CEOs.
  • Multiplayer mode supporting up to 4 CEO companies.
  • Craft your galaxy with the map editor.
  • Personalize your company with a custom logo and determine your goods.

First-person Executron Gameplay Features



  • Play under an AI controlled CEO or hop into a friend's company for a pure FPS experience.
  • Help them get promoted to unlock more powerful tech.
  • Get into tanks, mechs, space fighters or even board starships to command them.
  • Capture outposts to gain their special abilities by fighting off Infestors and other enemies.
  • Explore the mysteries of various star systems and raid derelict outposts for resources and upgrades.
  • Sprint around your base, defending against invasions and interacting with buttons and panels.
  • Raid enemy bases and steal their tech or cause havoc by hacking into their systems.

Thanks to this amazing community, Executive Assault 2 has grown from a game with a single faction and just spaceships to one boasting three distinct factions, asteroid bases, and a range of ground vehicles including tanks and walkers.

As mentioned in my previous post I want to assure you that my commitment to Executive Assault 2 does not end with its launch. In fact, I have plans for the future of the game, including ongoing updates, new content, and exciting features that will continue to improve and expand the Executive Assault 2 experience.

I will remain dedicated to addressing your concerns, fixing any issues that may arise, and striving to make Executive Assault 2 the best it can be. Your input will continue to be invaluable as we shape the game's future together.

Plot your course, prepare your fleets, and immerse yourself in the rich universe of Executive Assault 2.

Happy gaming and see you among the stars!

🚀 Exciting News: Executive Assault 2 Launching Next Week! 🚀

Hello Executives,

I am thrilled to announce that Executive Assault 2 is officially leaving Early Access and will be launching on the 18th of October next week! This is a momentous occasion, and I couldn't have reached this point without your incredible support and feedback throughout the development process.

I want to take this opportunity to thank each and every one of you who joined me on this journey. Your dedication and passion for the game have been instrumental in shaping it into what it is today.

I want to assure you that my commitment to Executive Assault 2 does not end with its launch. In fact, I have plans for the future of the game, including ongoing updates, new content, and exciting features that will continue to improve and expand the Executive Assault 2 experience.

You might wonder if there are still things to do, then why come out of Early Access? Well, the bottom line is that I could work on tweaking the game until the end of time, but right now, the game has all the intended features and is a ton of fun to play. Coming out of Early Access will help give the game more visibility and attract a load of new players, which will greatly benefit multiplayer and feedback.

I will remain dedicated to addressing your concerns, fixing any issues that may arise, and striving to make Executive Assault 2 the best it can be. Your input will continue to be invaluable as we shape the game's future together.

I can't wait to see you in the game when it launches. Get ready for epic battles, intricate strategies, and a universe of possibilities. Thank you for being part of the Executive Assault 2 community, and I look forward to an exciting future together!

Cheers,
Rob

Version 0.918.7.0....again

Hello Executives,

I'm releasing this version of the patch again today after I retracted it last night after I thought it had broken the multiplayer aspect of the game, turns out it was nothing to do with me and was in fact the network hosting company was having a few technical issues so the timing was just terrible.

So here it is again:

  • Fixed research screen icons sometimes not turning active
  • Fixed lightning arcs arching to allied ships
  • Fixed Decimator firing panel info
  • Fixed a few gaps in the terrain
  • Fixed mine fields not triggering for allied ships
  • Fixed issue where it would say a new Executron has joined even though it was already in the game
  • Fixed stats for Executrons not syncing over correctly
  • Mini map now updates correctly when transporting around
  • Reduced Executron fighter launch time by 1 second which should help with take off.
  • Reduced a few little humps and bumps at the start of the game when everyone is building their base
  • Ability to rebind reload button
  • Ability to rebind G and R for red and green alert
  • H can now be used as a rebind key
  • Giga miner cap has been reduced from 10 to 3
  • Combat music will no longer end if you are deep in combat in a HQ system
  • AI gets the extra power booster when researched
  • Addressed issue where sometimes buildings aren't appearing in the right spot over multiplayer
  • Large explosions from various weapons now check to see if the unit is inside or not

Cheers,
Rob

Version 0.917.9.0

Hello Executives,

Small patch today fixing the following:

  • Fixed multiple maintenance facilities in the same system causing issues.
  • Missile command can no longer be built on outposts.
  • Fixed issue if wormhole generator was switched off and then blown up it would cause a slowdown.
  • Troop transports now save what armour is applied to troops.
  • Gateway probes now repel each other.
  • Fixed issue with buildings trying to explode when under construction.
  • AI now responds to Infesters in its own base.
  • Drop pods now traverse the galaxy better.
  • Fixed Executron overview screen buttons floating off the screen on widescreen aspects.
  • A bug with the Executron map has been fixed.
  • Fixed bug where alliances were not being correctly displayed on loading screen.
  • Updated graphics on all asteroid derelicts including adding furniture.
  • Updated graphics on HQ asteroid.
  • The forcefield on the super laser asteroid has been replaced with a non hackable door which has also been added to the missile asteroid too, to gain access to the control room you now need to go to the new power generator and switch off the defences there.

I might look at just posting these small updates from within the game as a sort of news page but equally I think people like to see the game is being worked on.

Cheers,
Rob

Version 0.916.0.0

Hello executives,

Minor patch today fixing the following.

  • Fixed the super shields as they were draining power incorrectly and remaining on.
  • Fixed spelling mistake in drones.
  • Defence styles are now saved.
  • Groups are now saved.
  • Current charge on Blackstar now saved.
  • Fixed the tooltip sometimes getting stuck the RTS interface.
  • Extended the unit select panel a little so that it displays the whole unit name.
  • Fixed issue with cloak generator causing slowdowns.
  • Fixed issue with cloak generator not applying stealth tag to all buildings.
  • Can no longer deploy command outposts near defence platforms.
  • Protestors should no longer try and land at the mining control centre.
  • A warning is now sound to all enemy companies if the mass teleporter is used.

Cheers,
Rob

Version 0.915.0.0

Hello Executives,

Small patch released today to fix a few things:

  • Prevented connecting gateways together in the same system.
  • Fixed a navigation issue in the trading port where robots wouldn't go up the stairs.
  • Fixed issue where mining outpost ship couldn't build on an asteroid close to a wormhole.
  • Construction effect on small asteroid outpost has been expanded.
  • Executrons can now deploy nebular mining ships.
  • AICEO promotion level might not be syncing over when joining mid game.
  • Fixed stairs appearing randomly on space buildings.
  • Can now rebind the zoom and the use special buttons, check that they have had the defaults applied.
  • Updated the missile command silos with a fence as people seem to like jumping into them lol.
  • Mini map on target screens have been adjusted to fit in the galaxy maps.
  • When you join an AI controlled team the stats are now synced over.
  • Science ship construction bar now works correctly.
  • Laser satellite and standard missile explosion radius have been increased a bit but a curved falloff added meaning will do more damage to units and buildings closer to the middle of the blast.

Cheers,
Rob

Version 0.913.1.1

Hello executives, today I am releasing a new patch containing exciting new tech to help balancing things out and also improve the spy faction along with a load of bug fixes too.

Here is a summery of whats been added for each faction:

General additions



  • Upgrades to the AI
  • Executrons can now choose their spawn location
  • Moved the loading times to the start of the game rather than when trying to join a match.
  • You can now steal tech from another faction by going to their research facility and printing out a design schematic and taking it back to your goods factory to be inserted back in, please be aware this is a very new feature and will be interesting to see where it goes. I really do want this feature to work as I can imagine some great escapes from the enemy base with a design in hand and the CEO trying to stop you returning it back to your base.

Industrial



  • Missile artillery launched from a missile command structure allowing you to choose between standard and nuclear.
  • Anti super weapon interceptors
  • Level 1 invader ship called a Striker

Science



  • Laser artillery command base which produces a laser satellite tied directly into your power grid
  • Anti super weapon addon for the shield generator which needs to be manually activated.
  • A wormhole generator which allows you to connect 2 systems together via your command outposts

Spy



  • Their own super ship called the Blackstar.
  • The leech ship which clamps onto the side of a command outposts and slowly drains Energen to your bank accounts.
  • Added cloak feature for Executrons which prevents shooting(even when not cloaked) but allows for hacking and spying.
  • Infiltrator unit has been added which starts cloaked and can do similar things to Executrons
  • Original Infiltrator is now called the Oppressor.
  • A fake looking trader ship which actually carries troops.
  • Solar panels can now be added to command outposts to in effect almost turn them into second bases.
  • A cheap fake Vesper ship.
  • A super weapon which temporarily makes a black hole sucking in everything nearby.
  • Spy plant/crate are now bomb units which take about 20 seconds to detonate blowing up the building they are inside.
  • Command outpost cloak generator
  • Holographic CEOs which spawn on all command chairs so the enemy isn't sure which one is actually you.
  • A Sensor array which allows you to spy into nearby systems.
  • Resonance rebound anti super weapon, see if you can guess what that does.
  • A proper spy facility which can see other peoples economies, shut down a random building, pay trader to have Infestors, pay raiders to appear in a system and cause an asteroid strike.
  • A Telebeacon which can be added to Executron fighters which in effect turns them into a Teleprobe.

Would love to hear is your feedback on this, what you like and what you feel isn't working, also if anything needs balancing at all, I'm not 100% sure about the cloak generator but lets see.

Thank you again for your continued support, the game isn't that far off coming out of early access now which will be an amazing day with a huge thanks to those who have helped over the past 5 years making the game what it is today with 3 distinct factions and asteroid bases, I plan to spend the remaining time finessing the game and rounding off the rough edges and will continue to support the development after release.

Dont forget to join our discord for the latest news and updates and if you are enjoying the game please give us a thumbs up on Steam.

Cheers
Rob

Version 0.825.0.0

Hello Executives,

Today I'm releasing the new first-person upgrade, this patch is full of updates and bug fixes, below is a list of some of the new main features.

  • Improved first person experience.
  • New animations for hands and gun movement.
  • New animations added to troops.
  • New models for CEOs and Executrons.
  • New star fighter model.
  • New explosions animations.
  • New small asteroids added to explore and capture.
  • New armour added for Industrial troops and turrets
  • New Plasma Bombs added for starfighters.
  • Updated mini map
  • Motion blur added (can be switched off)
  • Updated bridges to star ships.
  • Galaxy map now accessible anywhere with the TAB/M buttons including a new overview screen.
  • Easy select buttons added for shipyards, tele-port and Executrons for CEOs
  • Anti tank guns now do more damage over distance.
  • Objective system added for Executrons so CEO's can tell them where to go including AI CEO's
  • QOL updates such as easier to select resource asteroids and ground troops.
  • A whole host of bug fixes to improve and speed up the game.

Let me know how you get on in the forums, Discord and through the bug/feedback submission system in the game.

At some point soon I will be adding more furniture to facilities built on the small asteroids.

After a few rounds of bug fixing I will then be working on the Spy update which is going to add a load of new tech to the spy faction which will change the way you play them as well as add new tech to the other factions too such as artillery type weapons.

Big thank you to everyone who has been helping to test it and all the feedback so far, we're definitely on the home stretch now.

Cheers,
Rob